Tier
Relic
Description
Notes
B
Golden Hand
+50% coin from battle
More coins > more shopping > more items > more boosts. Golden Hand could be A tier, but several times it left me with more money than I was able to spend. This is because some maps do not have a merchant, and merchants only have 3 items in stock by default.
B
Black Sun
When attacking an enemy +1 damage per debuff on enemy
Similar to White Moon, but I found it harder to get debuffs on enemies and easier to get buffs on allies. So Black Sun was less powerful.
B
Departed Soul
Killing an enemy grants enlarge
Enlarge gives a character a bonus to attack and range (even the melee characters) and HP. Of these, the attack range is most useful, preventing enemies from counter attacking.
B
Poison Armor
When attacked apply poison
This is the most reliable way to apply poison to enemies. But it is often a better strategy to avoid being attacked. Hence, I would prefer not to need this relic. Could work well with Evernight’s clan healing ability, but you would have to calculate incoming damage carefully.
B
Flame Sword
Attacking applies burn
This is the most reliable way to apply burn to enemies. Burn ignores armor and has several other relics with synergies.
B
Treasured Shield
Enemies take double damage on their turn
‘Damage on their turn’ includes retaliation, poison, burning, bleed, and some Evernight auras. I initially underestimated the Shield. But there are lots of possible synergies. It also changes one of my least favorite boss fights into one of my most favorite boss fights.
B
Danger Places
Double burn and bleed damage to enemies
Good if you can inflict burn and bleed consistently. Excellent if you already have Flame Sword. Incredible if you also have the Treasured Shield.
B
Hellbringer
Enemies under 20% HP die after action
The enemies still get to act before they die. This can work well when your retaliation leaves an enemy on low enough health to die to Hellbringer. But it can work against you: a dead enemy creates space for a second melee attacker to strike without suffering retaliation.
B
Curse Staff
Priest attacks apply debuffs
Debuffs are effective, even random ones. You will want 2+ priests to make this more worthwhile than other choices and I did not always have Priests in my party.
B
Scarlet Hand
Warriors get bonus damage 30% of missing health
Bonus damage effects other damage sources, not just attack. I had warriors in most parties. Useless for Evernight because of their clan healing ability, much better for Ninelie where it compounds with berserk.
B
Sledge Hammer
Guards 40% chance to stun
Guards seldom kill enemies on the first hit, so you will often have a chance to stun. The probability is too low to rely on, but it is useful every time it happens.
B
Snuff Box
All enemies take 1 damage each turn
Like healing 1 HP with the Grass Stove, 1 damage a turn is only useful in longer fights. Also works well with the Rainbow Clothes or as a way to activate abilities that give bonus damage on enemies who are not at full health.
B
Grass Stove
Heal 1 HP on turn start
1 HP is less useful than it first appears, thought it can make a difference in longer fights. Potential synergy with Frog Carving, but there are better synergies.
B
Frog Carving
+1 max HP on over-healing
Increasing max HP also increases current HP. One extra max HP makes little difference. However, some abilities get stronger with max HP, making this worthwhile. As Bronion, or during Endless Mode, you can buy Healing Stones. 2+ Healing Stones makes this much more useful.
B
Witch Doctor
First death per battle, spend 50 coin to revive
Regular battles give 30 coin and elite battles give 60 coin. So it is not a massive amount of money. Very useful when playing Endless Mode / Desperate Journey as reviving is limited.
B
Heart Nectar
If characters attack while alone, +20% crit rate, +20% dodge
Quite a few maps start with your party spread out. In these cases, it is a nice buff for everyone. But when the party starts gathered together, only the first character to charge is likely to get this benefit.
B
Divine Stone
Allies buffed on even turns
These buffs last 2 turns, so you are continuously buffed. Buffs are useful, but given that many characters can chose abilities that buff allies in range 2, I seldom chose to receive random buffs.
B
Jungle Mask
Immune to poison, bleed, and burn
The most common source of these status effects is dangerous terrain (spikes, vines, lava) not enemies. So in most cases you can avoid these. However, when enemies inflict status effects on attack, this can be a life saver as attack damage + status damage can easily be lethal.
B
Tangle Root
When attacking have 50% chance to immobilize
Useful if you have lots of ranged units. But immobilizing an enemy who is already adjacent to you is much less useful.
B
Colossus of Steel Gall
Summon Colossus on turn 5
This is only unlocked after finishing all three campaigns. The summon is awesome: 10 attack, 100 HP. However, most fights ended before reaching turn 5.